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273 - Seedot

  Type Ability

(1) Chlorophyll
(2) Pickpocket
(HA) Early Bird

Evolutions


Seedot
Level 14
Nuzleaf
Use Leaf Stone
Shiftry

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
404050303030220

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Absorb 35 100 25 Priority: 0. Drains half the damage inflicted to heal the user.
1 Harden None None 30 Priority: 0. Raises the user's Defense by one stage.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
4 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
6 Counter None 100 20 Priority: -5. Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user.
8 Payback 50 100 10 Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
10 Nature Power None None 20 Priority: 0. Uses another move chosen according to the terrain.
12 Mega Drain 65 100 15 Priority: 0. Drains half the damage inflicted to heal the user.
15 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
18 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
22 Leech Seed None 90 10 Priority: 0. Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken.
25 Worry Seed None 100 10 Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
28 Sucker Punch 70 100 5 Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
31 Beat Up None 100 10 Priority: 0. Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. dark Pokémon still get STAB.

This effect breaks through wonder guard.
34 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
38 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
42 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
46 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
50 Nasty Plot None None 20 Priority: 0. Raises the user's Special Attack by two stages.
54 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM19 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM22 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM54 False Swipe 40 100 30 Priority: 0. Will not reduce the target's HP below 1.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Worry Seed None 100 10 Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
Tutor Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Route 20 Autumn Grass 05-07 10.0
Route 20 Spring Grass 05-07 10.0
Route 20 Summer Grass 05-07 10.0
Route 20 Winter Grass 05-07 10.0